Do you think the current nerfs to the Engineer Frigate broke their Balance?

Please vote for us to see how you evaluates the power of Engineering Frigates

Answer depends on tier.

Answer depends on tier.

Thanks for the note.poll was customized

the problem is that the heals are 3x stronger than your usual regen (wtf) which makes them STILL ways to strong. the range nerf and the energy consumption nerf only force more players to play heal frig to have heals everywhere. i am personally seeing squads full of healers now which is kinda wtf.

 

imo: the shield heal should be based on the shield regen amount of the ship (regen increase of 30/s is so pointless right now) and on the ship size. it should never heal more than 200 shield and 150 hull on any tier, that is just gamebreaking. anyhow: i’d like to have the old range back so you won’t need a ton of healers each match. the energy consumption should be at least a bit decreased.

Engineers in T1/2 got nerfed far too hard for my liking. If I can just paraphrase:

 

I’m an engineer player by trade and the recent nerfs to this excellent class have really gone and pxxxxd me off, if you pardon my French. My job was not to sit at the beacon and murder everything that gets near and heal my teammates while I am at it, but instead to sit about 3km away, where my fields are close enough to function and I’m far enough away from the action not to get blown away as soon as the xxxx hits the fan. Now, I have the job of guards: sit there and be a bullet sponge, or my fields do jack all to help my teammates. Why? I’ll tell you why: the abuse of engineer clustering.

 

The range nerf has really just gone and ruined the engineer class for me.

Broken OP. But we’ll see a lot of people defending their darling OP gravy train. It literally allows people with barely any ability to aim guns and no ability to actually fly in patterns other then “straight ahead” win games without ever being in any danger of dying at any point.

 

Screenshots taken about 15 minutes ago:

 

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But at least I got kills by simply staying away from invinsible frigate balls after the initial wipe on first beacon and picking off idiots who stayed at the beacons after they deactivated. Which counted for about a third of the enemy team. Yes, they were that terrible. No, we still didn’t stand a chance because frigateball always wins regardless of play skill.

Engineers in T3/T4 are still very OP. The thing is, if there’s a method to not die and win easier, you can’t blame people for using it; it you can’t beat them, then you gotta join them (or end up playing T2 more). You can’t call the players doing it cheap, as it’s how the game is right now. I can guarantee you that each of the DYN players in the screenshots have some skill AND have similar opinions on engineers being OP and no fun going against frigate balls, as I’ve squad up with each of them before.

Engineers in T3/T4 are still very OP. The thing is, if there’s a method to not die and win easier, you can’t blame people for using it; it you can’t beat them, then you gotta join them (or end up playing T2 more). You can’t call the players doing it cheap, as it’s how the game is right now. I can guarantee you that each of the DYN players in the screenshots have some skill AND have similar opinions on engineers being OP and no fun going against frigate balls, as I’ve squad up with each of them before.

That’s the second problem. People who are good get no chance to hone their skills. Current engineer + guard meta rewards bad play and punishes good play. Because it’s better to fly straight to get to beacons faster and sit still so you can output more DPS.

 

I suspect this is why so many people on the lower end of the skill bracket love it. It essentially eliminates the difference between a 1600 rated player and 1200 rated one.

As long as its not completely open space, its easy to take out a frigate ball… find a ledge or cover within 500m of it, several cov ops stick a nuke there while someone else is firing missiles at them, the ledge stops the missile shield from tagging the nuke and from the pulsar from hitting you, back off, after nukes go off… all run in and suicide.

 

Sucks for the kill team, but it breaks up the ball.

True, though its even tougher when the frigate ball is using teamspeak, as all NASA members, are sort of required to use…LOL

As long as its not completely open space, its easy to take out a frigate ball… find a ledge or cover within 500m of it, several cov ops stick a nuke there while someone else is firing missiles at them, the ledge stops the missile shield from tagging the nuke and from the pulsar from hitting you, back off, after nukes go off… all run in and suicide.

 

Sucks for the kill team, but it breaks up the ball.

Really? And here I thought AMS will get off cooldown and shoot nuke down before it blows.

 

I should tell this to my nukes! “You’re not supposed to get killed by AMS because it’s off CD long before you blow up!”

one of the most broken thing is the aoe of guard ship the reduction of danage, thath give the engy more survive and dont understand why valkirie (danage buff of command)  is now with a cooldown and the guard danage nerf is a passive,

if repair this by making the counterpart as the valkyria function you would see a real change, instead of going to nerf engy.

And be a tactical use of thath like valkire.

The guard aura is a debuff. if you shoot it from outside the range, your damage is not affected.

 

Valkyrie became a toggle instead of an aura b/c it gave a significant edge w/o any tactical input. I’ve played a few games where we had more than 1 command and cycled the valkyrie buff and it was pretty awesome. You couldn’t easily out range someone that was affected by Valyrie - Machete Type S /w Purple valkyrie has a 7.3k range with just 50% range increase. Imagine what it was like when Valkyrie was a toggle and the ships had 100% range bonus (almost 10k range!)

 

Engie and Guard is a good combo, but outside of Pulsar and Mines, a group of inties and fighters can often outmaneuver and drop them. The issue is that this requires coordination, which pugs often lack.

 

Engie/Guard balls suffer from mobility reliant on warp gate to hit objectives. If you add the command, the new Grav module…even with 20s of buff…doesn’t move fatties that far, lol.

 

I’ve both been in a DYN frigate ball that’s been broken up and participated in breaking up frigate balls from other Corporations. It’s tough, but doable, and requires coordination or overwhelming force.

 

In regards to the topic, Engies feel very weak survival wise in T2. Over the last few patches I’ve been forced to change my loadout on my Hydra 2 from long range offense to survivability, but w/o access to the T3 modules, you can’t boost it much compared to the damage output of T2 Cov Ops, which require very little to have sufficient DPS to take out an eng. In T3, they feel very tough, but also T3 guards have the inhibitor aura and access to modules to stack survivability and weapon modifiers to improve damage output situationally.

 

With the buffs to LRF, wait until you start seeing (successful) LRF/Engie/Guard/Command balls…

Really? And here I thought AMS will get off cooldown and shoot nuke down before it blows.

 

I should tell this to my nukes! “You’re not supposed to get killed by AMS because it’s off CD long before you blow up!”

AMS has Line of sight… Ive hit so many guards with nukes that have AMS because they are just sitting at the beacon and not moving around it, that its rediculous. If you drop the nuke outside of their line of sight (IE: Behind an obsctical) the AMS wont be able to zap it.

Its the TACTICAL part of Tactical Nukes.

AMS has Line of sight… Ive hit so many guards with nukes that have AMS because they are just sitting at the beacon and not moving around it, that its rediculous. If you drop the nuke outside of their line of sight (IE: Behind an obsctical) the AMS wont be able to zap it.

Its the TACTICAL part of Tactical Nukes.

Do you realize that they can hear your nuke at explosion range, and that there aren’t that many LoS sources near beacons except for beacon itself in that range?

Luckyo, Do you realize that if they dont pay attention they dont hear it… or they may think its a friendly nuke if they have a covert op from their side nearby.

If you are flush with the top of the beacon and drop the nuke, unless they move to get OVER the beacon, the AMS wont pick it up as theres no LOS and most of the time they dont, they fly around the beacon close to it, and ignore the top. Im speaking of things that I have done, not what ifs.

meh even if 1 nuke hits the frig ball it still wouldn’t do much tbh

Guys, there’s a thread for nukes. Talk about it there.

meh even if 1 nuke hits the frig ball it still wouldn’t do much tbh

Back in 0.8.0 I could take 5-7 simultaneous nukes with few issues on my anakonda-m and still retain high enough hull levels to perform my role of a pusher (i.e. pop the strongs launching these nuke waves with stabs, pulsar and and minefields).

 

Of course some people do not stack thermal resist in spite of the fact that so many of the heaviest available damage sources in the game are thermal. But that’s just a bad choice.

Luckyo, Do you realize that if they dont pay attention they dont hear it… or they may think its a friendly nuke if they have a covert op from their side nearby.

If you are flush with the top of the beacon and drop the nuke, unless they move to get OVER the beacon, the AMS wont pick it up as theres no LOS and most of the time they dont, they fly around the beacon close to it, and ignore the top. Im speaking of things that I have done, not what ifs.

Because you know, there’s only one guard frigate who’s utterly braindead and doesn’t want to kill your nuke.

 

And who is actually afraid of it blowing up marginally scratching his thermal phase shield.